Pyoro wrote:I tried to build a turn-around station there. It works with a bit of fiddling around, but (surprise surprise) is a horrible bottle neck, heh.

I tried to make full connection to a mountainous branch line by having some switchback. I also did thought about climbing the mountain with switchbacks - but when I found out routes are only describeable between stations, I ended up making only the branch line switchback, swiftly replaced by bridges when the moderns bridges are available. Kind of sad they don't allow the waypoint system currently used in OpenTTD where you can make switchbacks with only waypoints and not full stations.

honestly it would be nice if perhaps a game could have the waypoint function of Locomotion so that you can click on parts of the route for the trains to take, on top of having proper waypoint pieces for looks and function.

Been playing the scenarios/"campaign", and I kind of understand how the game (economy) works at last. You really, really need to set up a whole service chain from raw materials to the end product (sent to towns), and practically you need in-town local pax service to make your long-distance pax transport done, but I wonder, this game is really harsh to actually make railways sensible. I ended up playing a whole lot of those campaigns with craploads of RVs, technically a moving conveyor belt sometimes. Wonder how you guys got those nice train and tracks - no cost mod ?

Gameplay patch announced
JUNE 9 - TOMDOTIO
One week prior to the modding contest[www.transportfever.com] submission, we today announce the next major patch. Based on the feedback we receive every day, we identified many important gameplay requests and worked hard to realize these.

The gameplay patch brings waypoints for street vehicles, explicit line track/terminal selection at stations, consistent people and cargo when modifying infrastructure, an upgrade to ships so that they can carry more than one type of cargo, an unload only feature for vehicles, and much more.

We have also improved other elements of the game, such as tunnels that now actually cut the terrain so that you can see through, or user interface details like that the bulldozer now asks if you are sure when removing large structures. Many additional improvements and bug fixes as well as new modding features complete the patch.

For those of you interested in testing the patch, the beta test is scheduled to start on Wednesday, June 21. Information on how to test can be found in the “Testing version” paragraph in the Wiki[www.transportfever.com]. Official release of the patch is planned for July.

It is a pleasure for us to further improve Transport Fever and we are very happy that still so many players enjoy the game. Be assured that development continues, with major performance improvements being still on our to do list. Finally, we look forward to receiving the submissions of the «Design the future» modding contest[www.transportfever.com], and until then, all the best from Urban Games!